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shieldy44

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Posts posted by shieldy44

  1. I see I haven't missed much around here still a forum of a bunch of people crying they arent getting the game the way they are thinking of it in their heads. Thank you to the development team and every one working on this project. Love what you have so far and I've been here since the beginning and I look forward to the future work you have planned, keep up the good work and try not the let the cry babies in here keep you down.

    • Like 3
  2. well thanks for the 2 suggestion's guys I guess i just suck I still cant get past that mission Dreadnought vs Modern Cruisers. I just get blasted apart by their guns before i can do much the torpedo's aren't even the problem. I just saw that build with all the torpedo's I will try that next. I can normally just RNG these things out thats how i have pretty much gotten past all of them but this one is still a thorn in my side.

  3. 2 hours ago, draconins said:

    Pay attention to your  gun size "Mk xx" the higher the better your accuracy is, in that mission I would recommend boost tech, and try to use 13 and 14 inch guns (10+ guns recommended) with best accuracy possible, so you want best stereo rangefinder, but you do not need best bridge towers. Increasing shell weight can help. Make sure at least you prep your armor against 12-14 inch guns. Initially try to "kite away", try to maintain long range battle initially (15km-25 km) but keeping accuracy level above 5% (in fact set to save) and damage the BCs as much as possible. The BCs will slow down due to damage and basically fall behind formation (switch when needed), if you are lucky they would even sunk in this long range. Once the BCs fall behind then you would want to be a bit closer to CAs but not too close (10-15km, make sure your armor would protect you against the CA, but maintain relatively higher accuracy). Your guns should be able to finish off the CA due to higher accuracy and bigger guns. You do need to occasionally change direction if CA launched torpedoes. Then you can pick one by one of the enemy BC, sometimes they even do not have ammo for their big gun anymore by this point. In general, target whichever ship which your guns accuracy is higher and low richochet probability.

    In most engagement you want to be face away and ahead of enemy ships. Enemy ships in this mission mostly not that accurate, and sometimes can't even target you beyond 20 km. If you do it right you don't need anti torpedo. I can even afford not using secondary guns and use increased ammo count instead. You will be hit by BC's larger gun occasionally but maintaining long range should reduce damage as fighting long range force lower accuracy on their side.

    I prefer fewer superships (and mostly use only 1 ship) than many small ships due to how bad the formation in this game, however that can also work but likely you want fighting at closer range, less deck armor. In that case choose more funds and smaller ships. This can work especially if the enemy has no torps.

     

    Thank you!! I will try this, I normally go the biggest guns possible i will go smaller guns and more of them and see how it goes. I already do the heavier shells and the stereo range finder i will try the smaller guns and see if it helps!!!

  4. On 8/31/2020 at 7:38 AM, OochyCoo said:

    Im finding "prove your might" to be difficult - the major issue is the accuracy - the enemy fleet seem to be at least two or three times as accurate as whatever build I can put forward.

    It just feels unbalanced - I have yet to succeed although I have been very close twice out of about a dozen attempts

    Conversely I found the mission where its a battleship versus a fleet of enemy destroyers (10 or 12 I think) is beatable by equipping a battleship hull with very small main armament and tons of secondarys and loads of torpedo launchers - that also doesnt feel right being able to beat it that way and the design is in no way realistic.

     

    Generally I think there is an issue with torpedoes - the gunnery side of things mostly works quite well - but torpedoes just seem to be overly accurate and too damaging in comparison. And i mean from both sides of the coin here - you can use them and sink a ton of enemy ships and you can also fall victim to the same. I'm not aware of any major sea battle where torpedoes were so decisive, except where aircraft were involved.

     

    um i really cant remember that one i will replay it and try to remember what I did

  5. On 8/24/2020 at 2:11 AM, Darth Glorious said:

    Yeah, the tricks for Virginia mission are HE spamming and enough speed to ram the Monitor and hope that its guns don't destroy too many casemate guns on your ship. I think that mission is a good example where the "at least one main gun" rule when building ship needs to go. 

    I never had to do any ramming but HE is for sure key

  6. the simple fact is this GAME is someone elses vision and I am sure they are working really hard and to the limits of their ability to make the game they invision happen, it makes it really hard to be a part of this community when there is no feedback just page after page of people complaining because someone isnt making they game they saw in their mind, there is a big community of us that love this game and the content in it and are very happy to continue to let these guys work their hearts out and make a beautiful game

    • Like 1
  7. lol you guys may have fixed the problem too well, the torpedo boat Academy mission i had been stuck on I just blew threw because none of the torpedo boats ever fired a torpedo even circling me at less then 2km so not sure what happened there lol

  8. man I have been watching these comments and I'm a bit sad by some of these reactions, first off when I bought this game no where did i see it say this isnt a video game this a 100% realisitc ship simulator, and if you dont agree with our level of accuracy you can berate us to try and make the simulator you want. Second this is a video game it is never going to be 100% accurate and if i had seen that i wouldnt have paid for it, i bought it because its a game and it's supposed to be fun. And when did "feedback" turn into if you dont make the game I want then I demand you completely remake it, its sad selfish and arrogant. I may not know about historical accuracy but from being in the tech industry a long time i do know how many hours and how much hard work these guys are putting into it, and they might simply be doing the best they can with what they have. To suggest a complete redesign of their whole game is mind blowing. 

    • Like 1
  9. On 6/18/2020 at 12:20 AM, Steeltrap said:

    I've been here since about October last year I believe. I've done 20 of the 47 NA battles, and I hardly play at all.

    Why?

    Because many of those missions I consider to be nonsense AND arguably push you to "problem solve" for a specific set of circumstances.

     

    I have been here a week or two and only have 17 out of 40 left so idk like i said maybe im just a sucker for punishment, edit i have 30 out of 47 done so i have 17 left but still

  10. ok finally got to one that is driving me absolutely crazy, i think it is mission 24 Near Jutland, i have been able to get through everything up to here, well one other but i wont talk about that lol, anyways it seems impossible. I can easily get my ships up the the 3 BC i can pretty much always take the first 2 out then by the time I get the second one out no matter what i have tried the 3rd is running away and ends up getting screened by the 10 destroyers and i lose him. I have tried just about everything i can think of and pretty much end up with the same result. It's not even a accuracy or RNG thing it just seems impossible to chase the 3rd ship down

  11. i guess my thing with the completely random thing is you end up sometimes with small ship designs that just seem completely unrealistic, i have shot up small boats that have maximum bulkheads and just seem to last forever there is even one with supply ships and those things could sometimes be ridiculous taking damage like it had serious armor and bulkheads. So i think some guidelines would be nice

  12. 5 hours ago, madham82 said:

    The game currently gives several penalties to small, fast ships like TBs and DDs. That's why you are having trouble. The reality is the speed penalty is unrealistic. Accurately calculating your targets speed is the only factor that should impact it. Also the maneuvering penalty is based apparently on the target's rudder position, not the fact it is turning sharply. Another unrealistic issue. We are hoping at some point the devs will re-balance these issues. It should be easy for small ships to avoid fire at long ranges, but at close ranges like you mention should be suicidal for them.

    Also IMO many of the NA missions are poorly balanced, putting you in situations that no naval commander would ever find themselves in. There have been some recent fixes to these, so things are getting better. My advice, play small scale custom battles to see how the game's core components work. Then try NA when you specifically want a challenge in design/command. 

    thank you for that info, and I guess im a sucker for punishment lol, I am still over halfway done with the NA battles. But yea its mostly just pure RNG hell to finish some of them

  13. 4 hours ago, DougToss said:

    I appreciate your honesty. If anything, I think you're selling yourself a little short as that was a very thoughtful post. 

    What UI or AI improvements would let you have fun, with everything "behind the scenes" being rigidly accurate? 

    What I mean is, how could the meaning of gunnery tables be communicated to you in a fun and accessible way without you having to do,  or really even understand, the math? 

    Would it help if the pointer was colour coded based on the estimated hit rate? 

    1135774631_closecombat.png.09aaf988d6bcf0189f13e6790a191f76.png

    Something like this?

    a color coded pointer on hit rate i guess would be fine, i mean i understand percentages i can see the percentages and know my likely hood of hitting something, i dont know all the factors involved but i still dont think the accuracy is realistic, for example i have been stuck on a the navel academy mission where it is one BB against 4 torpedo boats. I get it would be very unlikely to get one of the big guns to hit a small fast moving target but i have been able to doge or absorb all their torpedo's so they are out and even when they are so close I could spit on them nothing will hit them. If thats realistic they why make something impossible a mission. I know that doesnt answer anything lol, but i guess what is the point of you are relying on pure RNG to get extremely lucky to hit something. 

  14. On 5/26/2020 at 4:59 PM, DougToss said:

    Generally they don't understand naval warfare, and though members of this community have worked hard to provide the literature and post things like gunnery table and horsepower/tonnage graphs, they don't much care. The post and view counts in the Historical and Maritime Discussions section are downright disheartening. 

    I'm going to have to disagree in a big way with that, i can't speak for everyone but its not that i dont much care. For one im a casual player and i have a lot of respect for the members of this community that have that level and depth of understanding. And I fully understand this game is about historical accuracy as much as possible. But they still have to find a balance to make the game accessible to more then just the people that can understand gunnery tables and all the other technical stuff. It is very nice its in there for the people that do understand it. But at the end of the day even if i had the time to try to understand it my brain just works differently. I do not have the ability to do math very well. That stuff looks like greek to me and it is probably pretty basic math. So I guess my point is from at least a laymen and casual player perspective i think they are doing really well to balance things between extreme realism and playabilty for everyone else.

    Again from a casual perspective maybe in the end they can make the difficulty adjustable, i heavily rely on the A.I. because im not as technical in my understanding. So maybe that will be the balance either different modes that offer more realism or just making the A.I to help the players that need it better and the ones that dont turn it off and have the full realism they want

    • Thanks 1
  15. I am not as technical as most of the people here I am definitely a casual player and i don't want to take away from the realism at the same time i have also seen it mentioned but i think the accuracy needs some help. I have been stuck on a couple of missions now where is just seems impossible to get a big ship to hit a small fast moving boat, i have even managed to outlast all their torpedo's and just run out of time because i cant hit anything

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